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Valleyguy

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Card Crawler is a roguelike RPG dungeon crawler, and every fight is played as a hand of cards. Eight floors down, twenty-four enemies with names and health bars, two classes with their own passive, active and skill tree.

Not a card game with a dungeon painted on it. A dungeon crawler whose combat system happens to be a deck: three strikes to put an enemy down, and each strike is one hand across five lanes.

The deck is an ordinary 52-card poker deck, and it's the only part I didn't invent — no custom frames, no keyword soup. The number printed on the card is both its strength and its damage. A seven is a seven.

Five lanes, three strikes. The enemy lays out a row of five, some face down. You hold eight and deploy up to one per lane. Win a lane and you take the value of their card, not yours — beating a Queen with a King is worth twelve, not thirteen. The prize is what you take off them.

Here's the rule the whole game turns on. You get paid for winning narrow: two extra points if you win by one, one if you win by two, nothing beyond. Dumping your King on their Three is a waste. Every hand asks the same question — how little can I spend and still take this lane?


Two ways down. The Wise Mage transmutes: he doubles the value of an enemy card and marks the lane, and half his tree counts the lanes he's marked. The Ranger is precision — four swaps instead of three, one fewer face-down enemy, and an Aimed Shot that forces a lane but pays no narrow bonus, because you didn't win it by a margin.

It's early access, and I'd rather say where it's rough. Eight floors, twenty-four enemies, both trees, all playable. What isn't done is the tuning: from the ninth fight on, the most damage a perfect player can deal sits below what the enemy has. Nobody has reached the bottom yet, me included. Better you hear it here than on floor nine.

Card Crawler on itch.io